So with the new(ish) changes to Rogue class, it is relatively easy to get legendary stealth. Walking around in a room with Carcharoth, Huan, and Kronos to pick up a potion of Life is pretty amusing. I killed Sauron in a battle with the Witch King and Draugluin in the next room. Not even the Witch-King woke up.
Edit: Legendary stealth is the rogue's version of zero fail. Together with full object detection, it makes for a very powerful class.

So I won with this character, my fastest win ever, by far. CL 43, 380K game turns, 77K/11K player turns. I could kill very little the first 48 levels, with primary weapon a main gauche of Slay Evil. Westernesse Rapier came next, and Elvenkind boots <+2,+9> was a huge find. I prefered them over Bos +10, since legendary stealth is so powerful. Other highlights included a RoS <+14> replaced by a Narya randart with +13 speed, lightning immunity, and a damage bonus. Paired with a ring of damage and a MoD +2 attacks, I was doing 595 damage/turn in melee when fully buffed (for an extra 20 vs unbuffed.)

But none of that mattered, since I found a randart light crossbow +2 attacks and might. That turned the character into the equivalent of a Ranger with Bard, which is a seriously unbalanced game. 1070 dam/turn with Mithril Holy Might, 780 damage with bolts of slay evil and Seeker bolts of Wounding. Total consumables used:
4 ? Holy Chant
4 !Heal
1 !*Heal*
15 !CCW
1 ?Mass Banishment
3 ? Banishment
12 ? Phase Door
28 Mithril Arrows of Holy Might (I teleported M away to reuse these.)
24 Seeker arrows of Wounding
(0 Bolts of Slay Evil)
I got an assist from the Witch-King, who teleported me away afer M summoned uniques.

All in all, a very easy fight. Sauron was more dangerous, as is often the case for me. I was trying to save consumables for M. AND he dropped the first usable source of pConf.

I also ended up using very different kits for S and M; for S I needed rDis and for M I needed a Crown of Might. I had a huge stack of very good randart armor, but no way to cover sustain CON or DEX without a swap.

The old ranged problem: if it doesnt do more damage than melee, noone is going to bother with the ammo hassle, if it does, it makes the endfight easy where hassle doesnt matter. I had suggested before to give S&M ( !! omg, hasn´t anyone noticed this yet ?) some extra protection versus ammo, but how about this:

Make a few of the tough uniques "guardians", who have to be killed before S can be encountered. That would mean more important fights worthy of special ammo (and other consumables for that matter). If there is no reason to kill hard uniques, force the issue ?

Make a few of the tough uniques "guardians", who have to be killed before S can be encountered. That would mean more important fights worthy of special ammo (and other consumables for that matter). If there is no reason to kill hard uniques, force the issue ?

Awhile ago I suggested selecting a few uniques that would, once you reached their native depths, always be generated until you killed them. You could keep dodging them if you wanted to put the fight off, but they'd show up on every level until you got around to dealing with them. I still kind of like that idea and maybe should try implementing it sometime. Put a "GUARDIAN" tag on a few unique monster entries, say. ...and then see what happens if you add that tag to every single unique.

As for the ranged vs. melee thing, I think the solution honestly is to do away with branded/enchanted ammo, much like Sil has done. All enchantments go on the bow, and then you have a much easier time of balancing things because you don't have the "composite" enchantment issue where you have two items contributing to the damage the weapon deals.

Other notes:
Used lots of deep descent, something like 25 levels skipped.
Would use Create Stairs if there were none nearby when I was done with a level or just decided I was overpowered for the current level.
Randart equipment is way overpowered when you find something like Taratol in the glove and cloak slots. Covering all resists was trivial. Lack of rConf rather made up for it; had to avoid all higher giants like the plague, though fighting an Ethereal Dragon like an umber hulk at one point towards the end was entertaining. (With 650 dam/turn, it doesn't matter which direction you attack in once you get the first two blows in for free.)

It is the third shot that is so overwhelming. I don't mind the occasional randart that pops up to turn into an epic win. Epic wins are good when they are rare. Same with the occasional overwhelming Sling of Buckland--and those aren't overpowered nearly to such a degree because deadly sling ammo is (a) rare and (b) much lower damage than arrows and bolts.
But in an ordinary game, a ranger will see an x4 +20 or better bow, which gives an overall multiplier of 12 or 15. That is vastly better than the nearest competition, from Haradrim crossbows at 8x.
600 dam/turn is fairly common in melee: One MoD/BoC/SoS weapon of +2 shots or HA and you are nearly there. Add in damage from gloves, Dwarven shield, and a damage ring, and you are over 600, and approaching 700 for a warrior.

Doing the same with archery is OK: Less healing, but more summons to deal with. But doing 1100 dam/turn should be rare. That is roughly 2x too high. One epic game like this is fun. Every game ending this way is boring.

http://angband.oook.cz/ladder-show.php?id=19263
Accidentally resaved char dump after fight, so this shows a few more monsters killed. Character is shown fully buffed for correct damage calcs (it makes a significant difference with such a heavy weapon.)

My most recent game was a very similar randart hobbit rogue. I had x6 crossbow, with a ridiculous iron helm giving +2 shots. Holy Might did 1436/round against M. The shield and gauntlets were even more ridiculous than the helm, frankly. Helm was from Gondor, shield from Gil-galad, and gauntlets from Balli Stonehand.

Was scumming for consumables with mediocre damage until I found the helm, then immediately finished up. Used one charge of rod of healing on S. M literally never hurt me.

@kandrc--
Impressive, and yes, a very similar character, though a good bit faster to win. Like I said, this kind of thing is OK for the occasional randart. But the Ranger class--as a whole--is broken. (I think I played it once. The endgame is a joke: Pick up ammo. Brand ammo. Kill high monster. Repeat. Occasionally *Destruct* spell, because you have no suitable ammo.)